Look at my Hair: official thread [Commercial] RELEASED!

Comments

You mention RenderMan a few times; is that RenderMan Studio or the Maya RenderMan plug-in, both from Pixar? Great products from the looks of things but very pricey :ohh:

I hope it's ok to ask :red:

bandit,
AA is talking about the standard not applications. Renderman in this context is referring to the fact that 3Delight, DAZ Studio's render engine, is capable of initiating the features of the standard, Renderman. I know it can be confusing. PIXAR and Maya use the word loosly but for our purposes AA is calling functions that 3Delight knows how to computate and create the appropriate result in a render. If you go to the 3Delight website, http://www.3delight.com/en/index.php you can read all about how it is compliant to the Renderman spec..

You mention RenderMan a few times; is that RenderMan Studio or the Maya RenderMan plug-in, both from Pixar? Great products from the looks of things but very pricey :ohh:

I hope it's ok to ask :red:

Hey of course you can ask whatever you like. I'll be glad to answer anything I can.
DAZ Studio supports RenderMan primitives (and the whole RenderMan API's) and uses the 3Delight render engine, which is a RenderMan compliant renderer. So, you do not need to buy any additional plugin or software: you just create the hair in LAMH, export those to Studio as RenderMan objects and render. Done.

Horse 2? This is the way the mane, forelock and tail SHOULD look. What came with such a nice new model is horrid!

Considering how the new horse doesn't have perma-mane and tail, I think people can make their own manes more easily. I mean, there are no braided manes or bound manes or bobbed tails around yet... but soon.

Horse 2? This is the way the mane, forelock and tail SHOULD look. What came with such a nice new model is horrid!

Considering how the new horse doesn't have perma-mane and tail, I think people can make their own manes more easily. I mean, there are no braided manes or bound manes or bobbed tails around yet... but soon.
The only redemption for the new horse's stone age tech mane and tail is that they're not permanently attached so that PA's will hopefully bring us better alternatives soon...

I'm preparing some presets for the Mil Big Cats, and I'd like if somebody could help me out to understand what's latest revision of this product.
I bought this years ago, when the galaxy was young, with an account I don't have data anymore.
I have the Big Mil Cats SR1, and before proceeding I'd like to know if that's the latest version, because from the initial one to the SR1 geometry has changed.
Just for reference, the SR1 blMilBigCat.obj file has 44890 faces and 45866 vertices. Thanks

I'd like to provide some initial presets for free, especially for Genesis. I yet have to decide but I'm tending to make available for free also the Mil Big Cat/Dog/Horse2 presets, so that anybody can already be immediately at a play.

I've never had much time to spend with Lux/Reality, but as you all know LAMH can export hair also to .obj and, very important, produce also the needed textures for those.
Here attached is a very simple hair model (as you can see I didn't bother using density maps, and so the hair contour line at the roots is way too neat, the shape is quite basic), but it's just to show that exporting to obj's works well.
In this example, 120000 hair (each of 16 polygons, you do the math). The two obj's total a size of 220MB: I assume a 64bit system is necessary to deal with such large geometry (even if LAMH offers the possibility to squeeze and reduce geometry complexity upon exporting).

Question - the render time of the above is very promising and reassuring for me. But will there be "hair chunks" or "hair clumps" growing option, on top of the standard polygon hair bits? Like the traditional way of faking 10 strands in a single flat plane with transparency? That will cut down file size and make certain kind of hair style easier to grow I nthink? Just wondering...if that's even possible in LAMH...

Also will there be curls option? Like a "roller" tool lol...Good works regardless!

I just spend the last hours researching on INFINITO and found a thread on the old forum. Another amazing product. Love the Skydome, offset, drag position, and terrain gradient features. I use to play with Terragen and am very excited about the 2.0 with true instancing. This could well become a Farcry map editor with SimCity terraforming mode. Terraforming can be SO fun! Love to give some suggestions on future features but not sure if it's ok to talk about it here?

Question - will there be "hair chunks" or "hair clumps" growing option, on top of the standard polygon hair bits? Like the traditional way of faking 10 strands in a single plan with transparency? That will cut down file size? Just wondering...

There is already a function that allows to clump hair as you say, even if it's still at "primitive" stage (meaning that it can and will be improved even further). It's incredible the amount of time needed to create and test those math algorithms LOL

Also will there be curls option? Like a "roller" tool lol! Good works regardless.

There is a curl deformer, which allow to apply a sort of "spiral" effect to the hair (see the attached image). Again, also this will be improved in time...

I just spend the last hours researching on INFINITO and found a thread on the old forum. Another amazing product. Love the Skydome, offset, drag position, and terrain gradient features. I use to play with Terragen and am very excited about the 2.0 with true instancing. Love to give some suggestions on future features but not sure if it's ok to talk about it here?

I'm definitely open to suggestions and requests: you may email me directly ( [email protected] ) or you can also post in the official INFINITO thread that you found.